t1 / TFDContents / Assets / Resources / CoordMapper.compute @ 10
이력 | 보기 | 이력해설 | 다운로드 (2.89 KB)
| 1 | 3 | KTH | // Each #kernel tells which function to compile; you can have many kernels |
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| 2 | #pragma kernel MapDepthFrame2ColorFrame |
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| 3 | #pragma kernel MapColorSpace2DepthFrame |
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| 4 | |||
| 5 | |||
| 6 | float2 depthFocalLength; |
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| 7 | float2 depthPrincipalPoint; |
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| 8 | float3 depthRadialDistortion; |
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| 9 | |||
| 10 | float2 colorFocalLength; |
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| 11 | float2 colorPrincipalPoint; |
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| 12 | float3 colorRadialDistortion; |
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| 13 | |||
| 14 | float4x4 depth2colorMat; |
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| 15 | float4x4 color2depthMat; |
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| 16 | |||
| 17 | StructuredBuffer<float2> depthPlaneCoords; |
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| 18 | StructuredBuffer<int> depthDepthValues; |
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| 19 | RWStructuredBuffer<float2> colorPlaneCoords; |
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| 20 | |||
| 21 | StructuredBuffer<half3> colorSpaceCoords; |
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| 22 | RWStructuredBuffer<half2> colorDepthCoords; |
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| 23 | |||
| 24 | |||
| 25 | [numthreads(64,1,1)] |
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| 26 | void MapDepthFrame2ColorFrame (uint3 id : SV_DispatchThreadID) |
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| 27 | {
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| 28 | int idx = id.x; |
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| 29 | float depth = (float)depthDepthValues[idx] / 1000.0; |
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| 30 | |||
| 31 | // unproject from depth plane |
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| 32 | float x = (depthPlaneCoords[idx].x - depthPrincipalPoint.x) / depthFocalLength.x; |
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| 33 | float y = (depthPrincipalPoint.y - depthPlaneCoords[idx].y) / depthFocalLength.y; |
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| 34 | |||
| 35 | // undistort |
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| 36 | float r = x * x + y * y; |
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| 37 | float d = 1 - depthRadialDistortion.x * r - depthRadialDistortion.y * r * r - depthRadialDistortion.z * r * r * r; |
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| 38 | |||
| 39 | // depth space coords |
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| 40 | float4 depthSpacePoint = float4(x * d * depth, y * d * depth, depth, 1.0); |
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| 41 | |||
| 42 | // color space coords |
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| 43 | float4 colorSpacePoint = mul(depth2colorMat, depthSpacePoint); |
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| 44 | |||
| 45 | // project on color plane |
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| 46 | float u = colorFocalLength.x * colorSpacePoint.x / colorSpacePoint.z + colorPrincipalPoint.x; |
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| 47 | float v = colorPrincipalPoint.y - (colorFocalLength.y * colorSpacePoint.y / colorSpacePoint.z); |
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| 48 | |||
| 49 | // distort |
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| 50 | u = (u - colorPrincipalPoint.x) / colorFocalLength.x; |
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| 51 | v = (colorPrincipalPoint.y - v) / colorFocalLength.y; |
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| 52 | |||
| 53 | r = u * u + v * v; |
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| 54 | d = 1 + colorRadialDistortion.x * r + colorRadialDistortion.y * r * r + colorRadialDistortion.z * r * r * r; |
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| 55 | |||
| 56 | u = u * d * colorFocalLength.x + colorPrincipalPoint.x; |
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| 57 | v = colorPrincipalPoint.y - v * d * colorFocalLength.y; |
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| 58 | |||
| 59 | colorPlaneCoords[idx] = float2(u, v); |
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| 60 | } |
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| 61 | |||
| 62 | |||
| 63 | [numthreads(64,1,1)] |
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| 64 | void MapColorSpace2DepthFrame (uint3 id : SV_DispatchThreadID) |
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| 65 | {
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| 66 | int idx = id.x; |
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| 67 | |||
| 68 | // color space coords |
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| 69 | float4 colorSpacePoint = float4((float3)colorSpaceCoords[idx], 1.0); |
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| 70 | |||
| 71 | // depth space coords |
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| 72 | float4 depthSpacePoint = mul(color2depthMat, colorSpacePoint); |
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| 73 | |||
| 74 | // project on depth plane |
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| 75 | float u = depthFocalLength.x * depthSpacePoint.x / depthSpacePoint.z + depthPrincipalPoint.x; |
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| 76 | float v = depthPrincipalPoint.y - (depthFocalLength.y * depthSpacePoint.y / depthSpacePoint.z); |
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| 77 | |||
| 78 | // distort |
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| 79 | u = (u - depthPrincipalPoint.x) / depthFocalLength.x; |
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| 80 | v = (depthPrincipalPoint.y - v) / depthFocalLength.y; |
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| 81 | |||
| 82 | float r = u * u + v * v; |
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| 83 | float d = 1 + depthRadialDistortion.x * r + depthRadialDistortion.y * r * r + depthRadialDistortion.z * r * r * r; |
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| 84 | |||
| 85 | u = u * d * depthFocalLength.x + depthPrincipalPoint.x; |
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| 86 | v = depthPrincipalPoint.y - v * d * depthFocalLength.y; |
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| 87 | |||
| 88 | colorDepthCoords[idx] = half2(u, v); |
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| 89 | } |
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| 90 |